Proper Skybox Behavior?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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KillPixel
Posts: 49
Joined: Sun Jun 22, 2014 7:35 pm

Proper Skybox Behavior?

Post by KillPixel »

The sky isn't blocking visibility of geometry behind it, is this normal?

Code: Select all

textures/wtest1/devsky
{
	qer_editorimage textures/wtest1/devsky
		
	surfaceparm noimpact
	surfaceparm nolightmap

	q3map_sunExt 1 1 1 300 45 60 3 16
	q3map_lightmapFilterRadius 0 8
	q3map_skylight 100 3

	skyparms textures/sky/desertsky - -
}
  • [lvlshot]http://www.killpixel.com/safe/skybox.jpg[/lvlshot]
Last edited by AEon on Wed Feb 11, 2015 5:36 pm, edited 1 time in total.
Reason: lvlshot'ed the image
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cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Proper Skybox Behavior?

Post by cityy »

Yes, it is, unfortunately..
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obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Proper Skybox Behavior?

Post by obsidian »

In real life, you'd be able to see a structure that stands up higher than the room you're in. Skyboxes are designed to simulate that.
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KillPixel
Posts: 49
Joined: Sun Jun 22, 2014 7:35 pm

Re: Proper Skybox Behavior?

Post by KillPixel »

Kind of a surprising limitation, bummer.
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cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Proper Skybox Behavior?

Post by cityy »

It gets even better when you try to work out vis and the geometry beyond the skybox starts flickering depending on the player position.
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dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Proper Skybox Behavior?

Post by dONKEY »

There are three common solutions.
You either make the second room deliberately visible form the out side and extend the sky box around that geometry as well,
or make vis your bitch so the offending geometry cuts culled, a simple right angle passage between the two rooms would help, for example, rather than the straight line of sight.
or add details higher up in the lower area that block the player from being able to see the unwanted geometry. Quite often this last approach can lead to interesting details in your maps. You can let your imagination fly because these details never interfere with play.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Proper Skybox Behavior?

Post by AEon »

Nice reminder of how to cope with with this issue dONKEY.
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Proper Skybox Behavior?

Post by cityy »

dONKEY wrote:There are three common solutions.
or add details higher up in the lower area that block the player from being able to see the unwanted geometry. Quite often this last approach can lead to interesting details in your maps. You can let your imagination fly because these details never interfere with play.
This is the approach I like the most. Most detail in my maps is in the ceillings.. it's kind of controversal because it's practically invisible most of the time but tends to work best with quake gameplay, as dONKEY says.
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